mirror of
https://github.com/Bubberstation/Bubberstation.git
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162 lines
6.1 KiB
Plaintext
162 lines
6.1 KiB
Plaintext
/obj/projectile/bullet/cannonball
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name = "cannonball"
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icon_state = "cannonball"
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damage = 110 //gets set to 100 before first mob impact.
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sharpness = NONE
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wound_bonus = 0
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projectile_piercing = ALL
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dismemberment = 0
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paralyze = 5 SECONDS
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stutter = 20 SECONDS
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embed_type = null
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hitsound = 'sound/effects/meteorimpact.ogg'
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hitsound_wall = 'sound/items/weapons/sonic_jackhammer.ogg'
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/// If our cannonball hits something, it reduces the damage by this value.
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var/damage_decrease_on_hit = 10
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/// This is the cutoff point of our cannonball, so that it stops piercing past this value.
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var/stop_piercing_threshold = 40
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/// This is the damage value we do to objects on hit. Usually, more than the actual projectile damage
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var/object_damage = 80
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/// Whether or not our cannonball loses object damage upon hitting an object.
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var/object_damage_decreases = FALSE
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/// How much our object damage decreases on hit, similar to normal damage.
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var/object_damage_decrease_on_hit = 0
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/obj/projectile/bullet/cannonball/on_hit(atom/target, blocked = 0, pierce_hit)
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damage -= damage_decrease_on_hit
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if(object_damage_decreases)
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object_damage -= min(damage, object_damage_decrease_on_hit)
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if(damage < stop_piercing_threshold)
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projectile_piercing = NONE //so it finishes its rampage
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if(blocked == 100)
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return ..()
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if(isobj(target))
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var/obj/hit_object = target
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hit_object.take_damage(object_damage, BRUTE, BULLET, FALSE)
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else if(isclosedturf(target))
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damage -= max(damage - 30, 10) //lose extra momentum from busting through a wall
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if(!isindestructiblewall(target))
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var/turf/closed/hit_turf = target
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hit_turf.ScrapeAway()
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return ..()
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/obj/projectile/bullet/cannonball/explosive
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name = "explosive shell"
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color = COLOR_RED
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projectile_piercing = NONE
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damage = 40 //set to 30 before first mob impact, but they're gonna be gibbed by the explosion
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/obj/projectile/bullet/cannonball/explosive/on_hit(atom/target, blocked = 0, pierce_hit)
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explosion(target, devastation_range = 2, heavy_impact_range = 3, light_impact_range = 4, explosion_cause = src)
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. = ..()
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/obj/projectile/bullet/cannonball/emp
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name = "malfunction shot"
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icon_state = "emp_cannonball"
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projectile_piercing = NONE
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damage = 15 //very low
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/obj/projectile/bullet/cannonball/emp/on_hit(atom/target, blocked = 0, pierce_hit)
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empulse(src, 4, 10, emp_source = src)
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. = ..()
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/obj/projectile/bullet/cannonball/biggest_one
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name = "\"The Biggest One\""
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icon_state = "biggest_one"
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damage = 70 //low pierce
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/obj/projectile/bullet/cannonball/biggest_one/on_hit(atom/target, blocked = 0, pierce_hit)
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if(projectile_piercing == NONE)
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explosion(target, devastation_range = GLOB.MAX_EX_DEVESTATION_RANGE, heavy_impact_range = GLOB.MAX_EX_HEAVY_RANGE, light_impact_range = GLOB.MAX_EX_LIGHT_RANGE, flash_range = GLOB.MAX_EX_FLASH_RANGE, explosion_cause = src)
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. = ..()
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/obj/projectile/bullet/cannonball/trashball
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name = "trashball"
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icon_state = "trashball"
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damage = 90 //better than the biggest one but no explosion, so kinda just a worse normal cannonball
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/obj/projectile/bullet/cannonball/meteorslug
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name = "meteorslug"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "small"
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damage = 40 //REALLY not as bad as a real cannonball but they'll fucking hurt
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paralyze = 1 SECONDS //The original stunned, okay?
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knockdown = 8 SECONDS
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stutter = null
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stop_piercing_threshold = 10
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object_damage_decreases = TRUE
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object_damage_decrease_on_hit = 40
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range = 7 //let's keep it a bit sane, okay?
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/// Mounted ballista projectile, not exactly a cannonball but it's close enough
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/obj/projectile/bullet/ballista_spear
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name = "ballista spear"
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icon_state = "ballista_spear"
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damage = 60
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speed = 3
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catastropic_dismemberment = TRUE
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projectile_piercing = PASSMOB
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dismemberment = 3
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embed_type = null
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shrapnel_type = null
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wound_bonus = 40
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exposed_wound_bonus = 30
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damage_type = BRUTE
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/// Set statistics based on provided spear
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/obj/projectile/bullet/ballista_spear/proc/attach_spear(obj/item/spear)
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damage = spear.throwforce * 2.5
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armour_penetration = spear.armour_penetration * 2
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wound_bonus += spear.wound_bonus // Most spears have a negative wound bonus so this actually goes down
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AddComponent(/datum/component/projectile_instance_drop, spear)
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/// An even bigger ballista projectile designed for taking down monsters
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/obj/projectile/bullet/ballista_spear/dragonator
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name = "dragon-slaying ballista spear"
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icon_state = "ballista_spear_dragon"
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damage = 120
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speed = 4
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armour_penetration = 25
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wound_bonus = 15
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exposed_wound_bonus = 30
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/obj/projectile/bullet/ballista_spear/dragonator/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/bane, affected_biotypes = MOB_MINING, damage_multiplier = 3)
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/obj/projectile/bullet/ballista_spear/dragonator/attach_spear(obj/item/spear)
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AddComponent(/datum/component/projectile_instance_drop, spear)
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/// A "spear" that's not sharp but has a different surprise on the end
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/obj/projectile/bullet/ballista_spear/prod
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name = "ballistic prod"
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icon_state = "ballista_prod"
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damage = 40
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projectile_piercing = NONE
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dismemberment = 0
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sharpness = NONE
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wound_bonus = 10
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exposed_wound_bonus = 20
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/// Reference to our stored cattleprod
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var/obj/item/melee/baton/security/cattleprod/held_prod
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/obj/projectile/bullet/ballista_spear/prod/attach_spear(obj/item/spear)
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AddComponent(/datum/component/projectile_instance_drop, spear)
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if (!istype(spear, /obj/item/melee/baton/security/cattleprod))
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return // IDK how you did this but you're going to have a boring projectile
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name = "ballistic [initial(spear.name)]"
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held_prod = spear
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RegisterSignals(held_prod, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED), PROC_REF(on_prod_left))
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/obj/projectile/bullet/ballista_spear/prod/on_hit(mob/target, blocked = 0, pierce_hit)
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. = ..()
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if (held_prod?.active && blocked != 100)
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var/mob/prodder = ismob(firer) ? firer : null
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held_prod?.finalize_baton_attack(target, prodder)
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/// If our teleprod teleports out of the bullet then it's not going to prod anyone is it?
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/obj/projectile/bullet/ballista_spear/prod/proc/on_prod_left()
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SIGNAL_HANDLER
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QDEL_IN(src, 1) // Not instantly because if it dropped on the floor because we hit someone we want to finish doing that first
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